Commit Graph

89 Commits

Author SHA1 Message Date
zeromus fd63acd644 ogl display method: dont crash when disposing if user's system can't compile shaders. also print some diagnostics for cgc failures to console 2017-07-20 17:18:18 -05:00
zeromus 3336c80818 fix bizware output directories 2017-06-27 17:23:33 -05:00
zeromus cad5f441dd fix build paths to output 2017-06-26 17:57:50 -05:00
zeromus 0085729392 delete x64 build configuration, use anycpu instead. take care to set Prefer32Bit false in exe csproj, since visualstudio's gui preference doesn't work. 2017-06-26 17:47:51 -05:00
zeromus 0942d4f498 remove x86 project configurations 2017-06-12 01:24:35 -05:00
adelikat 5fec117b68 Roll back to .NET 4.6.1 (instead of 4.6.2) to avoid a dependency on Windows 10 Anniversary Update for Windows 10 users 2017-06-06 10:24:21 -05:00
adelikat 7d84946daa BitmapBuff - fix exception from 32bit ASSumptions 2017-05-28 18:21:55 -05:00
nattthebear 76022f66f9 update to framework 4.6.2. Since Windows XP 64 was very rarely used, there's no loss in switching to this if we're going to 64 bit. Add `FrameworkZipWriter` based on the 4.5 framework's built in zip writer. It shaves a decent amount of time off savestate save time, but rolling our own off of DeflateStream would be even faster. 2017-05-27 18:15:15 -04:00
nattthebear ebe789eed2 heh 2017-05-10 07:45:23 -04:00
J.D. Purcell ed3bf0e62b Fix mixed line endings. 2017-04-15 15:53:02 -04:00
J.D. Purcell b2a28339d1 Use 'nameof' operator. 2017-04-10 08:36:42 -04:00
J.D. Purcell 0322ca5bad Cleanup Direct3D device reset code. 2017-04-09 12:55:11 -04:00
J.D. Purcell 1eaaaa64e1 Remove old workaround. 2017-04-08 18:01:03 -04:00
J.D. Purcell f17e1c3f2a Fix in OpenGL cleanup. 2017-04-08 15:31:02 -04:00
J.D. Purcell bf8d981952 Fix comment 2017-04-08 15:20:33 -04:00
J.D. Purcell 0b81463408 Make sure Direct3D objects get disposed. Fixes all SlimDX warnings when exiting. 2017-04-08 15:18:55 -04:00
zeromus 8cfb46caa7 fix #796 2017-02-11 07:30:12 -06:00
zeromus a0495b5090 d3d display method: fix 2nd ctrl alt del 2016-12-19 21:22:39 -06:00
zeromus 1aa4382d21 d3d display method: survive ctrl+alt+del (should fix #522) 2016-04-20 14:29:54 -05:00
zeromus c30817abbf AUGH. re-fix "fix flashes of garbage while changing vsync toggle (includes when fast-forwarding) on d3d display method"
by

Revert "tidy d3d display method a tiny bit, i guess"

so sensitive.

This reverts commit b8fd885d3f.
2016-03-27 15:46:43 -05:00
zeromus 10272b4857 add alternate vsync method for d3d display method, in case youre the lucky owner of a system that sucks 2016-03-27 04:49:17 -05:00
zeromus b8fd885d3f tidy d3d display method a tiny bit, i guess 2016-03-27 01:43:24 -05:00
zeromus 5ce0ace1cd fix flashes of garbage while changing vsync toggle (includes when fast-forwarding) on d3d display method 2016-03-26 12:39:31 -05:00
nattthebear 2a0e859a85 Add 64 bit build (doesn't work yet), move SlimDX.dll 2016-02-28 15:06:03 -05:00
zeromus 95bc69b448 some prepwork for opengl texture ID importing (skip rendertarget resolve on OGL display method) but there are still problems and it can't be enabled yet 2016-02-22 00:23:20 -06:00
zeromus 0eb6e83384 glcontexts can specify versions and clean themselves up 2016-02-21 17:19:34 -06:00
zeromus e0d74c7718 better error handling in shader compiling. kind of sloppy, but gets the job done. entire system could use a little rethinking, if i ever revisit filters 2016-02-03 02:28:03 -06:00
zeromus d422f02694 improve d3d9 shader compatibility more 2015-10-24 01:32:44 -05:00
zeromus 1dfa0f7fc0 improve d3d shader compatibility: add workaround to replace "in sampler2D", a magic phrase which crashes the hlsl compiler, with "uniform sampler2D", a magic phrase which soothes the hlsl compiler 2015-10-20 21:21:07 -05:00
zeromus 01f1be126e fix bugs in retroshader sampler0 discovery 2015-10-18 21:12:58 -05:00
zeromus 0d5470a713 make display methods more resilient to uncompilable shaders 2015-10-17 19:28:19 -05:00
zeromus 19b3f8b205 retro shaders no longer need sampler to be named s_p 2015-10-15 20:10:58 -05:00
zeromus 5a30067daf d3d display method: use FPUPRESERVE 2015-10-15 18:06:20 -05:00
zeromus 0564245d3e d3d9 display method - more leniency in compilation of optional shaders 2015-10-15 01:27:29 -05:00
zeromus 077296b9ba reduce shader level requirements for basic d3d display method functionality 2015-10-13 00:25:09 -05:00
zeromus 1e07625d1d d3d display method: do a better job of surviving device resets 2015-10-11 21:03:16 -05:00
zeromus f0c34517e1 display manager: sort out all the y-flipping madness and fix some bugs in gdi+ with screenshot and prescaling 2015-08-30 09:20:03 -05:00
zeromus 46870ec488 cleanup gdi+ renderer 2015-08-29 11:17:25 -05:00
zeromus bcefd6f2d7 fix mistake requiring optional shaders to succeed compiling and add printfs of compilation errors 2015-08-24 13:36:25 -05:00
zeromus 7e828d5618 d3d display method 2015-08-24 13:10:50 -05:00
zeromus 1789ffaaf0 fix crash when minimizing window in gdi+ display method 2015-07-27 09:58:22 -05:00
zeromus b78f5802a3 cleanup some lingering junk from earlier in gdi+ display method 2015-07-25 21:06:54 -05:00
zeromus 09e95b89b2 remove an unused file 2015-07-25 17:42:43 -05:00
zeromus f8b840ea41 fix gdi+ lua rendering and prescale option 2015-07-25 17:29:19 -05:00
zeromus 63197300b4 add fullscreen auto-hide mouse cursor 2015-07-24 16:00:04 -05:00
jdpurcell 0a345b0084 Issue 368: Set all platform targets to x86, rename build platforms to match, and remove unused build platforms. 2015-01-13 15:28:58 +00:00
zeromus 38c4b7f16b change gl version number detection to be more robust, hopefully 2014-12-20 06:39:17 +00:00
zeromus 45716e8acf add a little fast path to BitmapBuffer. probably no real use 2014-12-17 01:07:09 +00:00
zeromus b3923283d2 emuhawk - fallback to gdi+ on systems with less than 2.0 opengl 2014-12-16 20:24:14 +00:00
zeromus 979fa2c0f7 displaymanager - maybe, just maybe, successfully get rid of the need for 0xFF000000 in the VideoProvider buffers. Should enable some little speedups and cleanups of other code that had to add the 0xFF000000 alpha channel 2014-12-13 23:04:22 +00:00